For all their cosmic power, the Celestials cannot interfere with the mortal realm directly. Yet through divine influence, the gods elect mortal champions to fight in their stead against the enemies of Mankind. Paragons serve as the righteous right hand of the heavens, roaming the lands as knights clad in gleaming mail, righting wrongs and protecting the innocent wherever the gods lead.
Which god or cause do you champion?
What is your strongest ideal? Why do you serve as you do? Divine Mandate
Ignore the Heavy Feature on weapons and armor you wield. When your turn starts, you can place your divine Mandate on a creature within 10 meters. A Mandate lasts until the start of your next turn. If the creature is an ally, the Mandate reduces all incoming damage by (Charisma). If the creature is an enemy, the Mandate increases all damage to the target by (Charisma). CHARISMA +1
+75 Crowns for Armaments +25 Crowns for Items +50 Crowns for Wonders |
ACTIONS
Ardent StrikeYou place your life into the hands of your god and rush into the fray. The divine shines through your blows, crushing enemies and protecting allies.
Effect
Standard Action
Cost: 1 Focus Make a weapon attack. If you hit, the target takes an additional (Charisma) Mystic damage and you or an ally within range gains (Charisma) Temporary HP. Upgrades
BURNING SOUL
3 ChP
Increase both the bonus damage and temporary HP given by Ardent Strike by 1d6. This Upgrade may be taken up to three times for a cumulative effect.
CLEMENCY
1 ChP
Target ally may Save to end a negative status effect instead of gaining Temporary HP from Ardent Strike.
SMALL MERCIES
1 ChP
Target ally gains Temporary HP regardless of whether Ardent Strike hits or misses. |
Chains of PerditionSpectral chains of light reach outwards, capturing a distant opponent and dragging them into a confrontation with you they cannot hope to win.
Effect
Minor Action
Cost: 1 Focus An enemy within 10 meters must Save or be pulled through the air by spectral chains into a space adjacent to you. Upgrades
GHASTLY GRIP
2 ChP
If pulled by Chains of Perdition, target enemy is Weakened until the end of their next turn.
LONG CHAINS
1 ChP
Increase the range of Chains of Perdition to 20 meters.
WEIGHT OF SIN
2 ChP
If pulled by Chains of Perdition, target enemy is Slowed until the end of their next turn. |
Divine StrikeA divine glow illuminates your weapon, empowering it with the ability to lay your Divine Mandate upon the next enemy you strike.
Effect
Standard Action
Cost: 1 Focus Make a weapon attack. If you hit, the target is subject to your Divine Mandate (Save ends). Upgrades
BONDS OF LOYALTY
1 ChP
If you. hit with Divine Strike, you can place your Mandate on an ally within 10 meters instead.
DIVINE FLASH
5 ChP
You can forego dealing damage with Divine Strike to force all adjacent enemies to Save. Those who fail are Mandated (Save ends).
HARSH SENTENCE
5 ChP
Mandates placed by Divine Strike last until the Scene ends or you are reduced to 0 HP. |
Hallowed GroundHoly fire races across the ground, purifying an area and filling it with divine light to harm any who would dare approach this now sacred place.
Effect
Standard Action
Cost: 2 Focus A (Charisma)x(Charisma) meter area centered on you is filled with crackling holy energy until the Scene ends. Any enemy standing in this area at the start of their turn takes (Charisma)d6 Mystic damage. Upgrades
DISTANT LIGHT
2 ChP
You can cause Hallowed Ground to appear in any (Charisma)x(Charisma) meter area centered on a space within 10 meters of you.
HALLOWED DOMAIN
2 ChP
Increase the size of your Hallowed Ground by 2 meters in all directions.
SANCTUARY
3 ChP
Any ally standing in your Hallowed Ground at the start of their turn recovers (Charisma)d6 HP. |
Seal of JudgmentA holy symbol appears on your enemy, weakening them. When you decide the time is right, the seal explodes with blazing light.
Effect
Type
Cost: X Focus A divine symbol appears on the target, a mark from your god that denotes a curse. For each Seal a creature bears, their DPB is reduced by 1 (to a minimum of 1). Any time a Sealed creature takes damage, you can end the effects of all the Seals you've placed to deal (Charisma) Mystic damage for each Seal they had. Otherwise, the Seals disappear at the end of the Scene or when the creature is reduced to 0 HP. Upgrades
EXPLOSIVE SEAL
2 ChP
All enemies adjacent to the creature must Save or also take damage from Seals being ended.
RADIANT SEAL
3 ChP
An ally within 10 meters of the creature recovers (Charisma) HP for each Seal you end.
SEALING STRIKE
4 ChP
Any time you hit with a weapon attack, you can cast Seal of Judgment on the target as part of the attack. |
Virtuous AuraA glowing aura surrounds your body, giving you power and affecting both allies and enemies who dare approach your position.
Effect
Minor Action
Cost: 1 Focus You begin glowing with a holy aura that radiates power to all around you and the aura dies when you take damage. Choose one of the following effects that happens while your Virtuous Aura is active:
Upgrades
DUALITY
5 ChP
Choose two effects that occur while your Virtuous Aura is active.
HOLD THE LINE
2 ChP
After taking damage, you can Save to keep your Virtuous Aura active.
THE LIGHT TOUCHES ALL
2 ChP
Your Virtuous Aura affects you and allies within 10 meters. |
PERKS
AnointmentYou are the chosen champion of the gods, given power to aid those who ally with their causes and to punish those who oppose their aims.
Effect
Perk
Select the cause/domain your patron deity is most aligned with when you take this Perk. When you Mandate an ally, they gain an effect based on the domain of the god you serve.
Upgrades
Chosen One
5 ChP
Double the numerical effect of the above domains -or- if the effect occurs once per round, it now occurs twice per round.
PANTHEON
5 ChP
Select another domain as more deities rally to support you. You can take this Upgrade up to two times for a cumulative effect.
SEAL OF LIFE
3 ChP
An ally you Mandate recovers (Charisma) HP at the start of their turn each round during combat. |
Blazing SanctionThose subjected to your Mandate must face you in battle or face the consequences. Cowardice is punished in a blaze of holy fire.
Effect
Perk
After a Mandated enemy voluntarily moves further away from you or makes an attack that does not include you as a target, they immediately take (Charisma) Mystic damage. Upgrades
INJUNCTION
3 ChP
The effects of Blazing Sanction occur as a free Interrupt when triggered.
PUNISHER AND PROTECTOR
3 ChP
Enemies damaged by your Mandate become Weakened (Save ends).
WEIGHT OF JUSTICE
3 ChP
Enemies damaged by your Mandate become Slowed (Save ends). |
Divine ChampionAs a hero worthy of the gods' election, you have mastered the use your Divine Mandate to bolster allies and weaken enemies.
Effect
Perk
You can place two Mandates at the start of your turn each round. Upgrades
DIVINE POWER
4 ChP
Double the amount of damage increased or reduced by Divine Mandate.
DIVINE PRIVILEGE
3 ChP
You can place a Mandate during your turn as a Minor Action.
GUIDING LIGHT
4 ChP
The first attack against a Mandated ally each round has Disadvantage. The first attack against a Mandated enemy each round has Advantage. |
Heroic PresenceNo matter what the future holds, you face it with courage and faith. Your heroism and confidence inspires everyone around you.
Effect
Perk
At the start of one Scene of your choice each day, you and all allies present begin with 1d6 + (Charisma) Temporary HP. Upgrades
DAUNTLESS COURAGE
4 ChP
You and your allies gain an additional 1d6 Temporary HP from Heroic Presence. You can take this Upgrade up to two times for a cumulative effect.
HEROIC NATURE
3 ChP
Increase your total HP by 10. Add Heroic Presence to your list of Features.
LIONHEART
5 ChP
You and your allies can benefit from Heroic Presence one additional Scene each day. You can take this Upgrade up to two times for a cumulative effect. |
Luminous ShieldYou are able to form a disc of concentrated light upon your forearm, wielding this disc as a shield against harm and a light in dark places.
Effect
Perk
As a Minor Action, you can manifest a disc of pure light over your forearm. This disc functions as a Kite Shield but takes up no space in your inventory and can be summoned and dismissed at will. Your Luminous Shield provides normal light in a 10 meter radius centered on you; this light is considered sunlight. Upgrades
ABSORB ENCHANTMENT
2 ChP
Your Luminous Shield can absorb the enchantment of a magical shield you own, taking on the enchantment it absorbs. This process takes 1 hour.
You still must commit whatever Attunement the original enchantment required in order for the newly absorbed enchantment to activate. Your Luminous Shield can only hold one enchantment at a time and new enchantments overwrite old ones. MORPHIC SHIELD
2 ChP
Your Luminous Shield can be any type of shield; decide which each time you summon it.
THROW SHIELD
2 ChP
You can throw your Luminous Shield at an enemy within 10 meters as a range attack (it has the same Combat and DpB as whatever melee weapon you are currently equipped with). Enemies hit by your Luminous Shield in this manner become Fixated on you until the start of your next turn. |
MartyrdomThere is a cost to pay for challenging evil, and your willingness to lay your life on the line for others inspires courage in your allies.
Effect
Perk
Allies (except for you) within 10 meters of you gain +1 to their next Combat roll each time you take damage. Upgrades
FLAGELLANT
3 ChP
You also gain the bonus associated with Martyrdom.
LASTING INSPIRATION
4 ChP
The bonus from Martyrdom endures and continues to accumulate until the end of your turn each round.
RISE UP
3 ChP
Martyrdom triggers when you are either attacked or damaged. |
RITUALS
Bind OathAn agreement made in your presence and sealed with a prayer to the heavens is not easily broken; this ritual assures that a contract is upheld.
Effect
Extended Action
Cost: 1 Destiny You have the power to seal an agreement between two or more creatures, ensuring that they both adhere to the tenants of their agreement, whether written or verbal. Over the course of this ten minute ritual, all creatures entering into accord join hands with you and state the stipulations of the contract, swearing by their own free will to uphold their end of the deal. For the next (Charisma) years, those who partake in this ritual are literally unable to break their end of it; they do not have the physical or mental capacity to break the oath and external circumstances will always work out in favor of the contract being upheld, one way or another. Creatures cannot use this ritual to agree to something they are not capable of physically, mentally, financially, etc. ("we all agree to get rich" or "we all agree to live forever" are invalid uses of this ritual). Upgrades
ETCHED IN STONE
2 ChP
The terms of the contract last for (Charisma x 10) years.
LEGALESE
2 ChP
The terms of oaths you bind are ironclad, containing no loop-holes or tricky verbiage a creature can use to exploit or wriggle free of the contract; whatever you intend the contract to be, it is exactly that.
TATTLETALE CLAUSE
1 ChP
You instantly know when a creature attempts to break their end of the deal or is working to somehow undermine the contract. This Upgrade tells you who is trying to undermine the contract, though it does not inform you as to how they are attempting to do so. |
Bless WeaponAt your request, the gods you serve consecrate a weapon as a holy tool against creatures of darkness, lending it their blessing.
Effect
Extended Action
Cost: 1 Destiny You spend up to an hour praying over the weapons that will be used in your fight against evil. For every 10 minutes spent on this ritual, you may bless one weapon owned by you or an ally. Until your next Full Rest, a blessed weapon glows with holy, white flame when Accursed, Infernals, or Undead are within 100 meters of it and deals an additional 1d6 mystic damage to these types of creatures. Upgrades
BANISH EVIL
3 ChP
Blessed weapons deal an additional 1d6 damage against the listed types of creatures.
DAWNBRINGER
4 ChP
Instead of dealing additional damage, a blessed weapon can restore an equivalent amount of HP to its wielder.
KEEPER OF THE VEIL
2 ChP
Add Aberrants and Godlings to the list of creatures affected by a blessed weapon. |
Celestial SteedCresting a nearby hill, a steed of pure white approaches and kneels, ready to serve as your faithful mount for a short time.
Effect
Extended Action
Cost: 1 Destiny You spend 10 minutes in prayer before a shock white charger crests a nearby hill, moves to your side and waits for you to mount it. This ritual only works if you are outdoors or in a place where a wild horse could reach you. The creature summoned by this ritual is a War Horse but cannot be spooked, Charmed, or commanded by anyone but you (though others may ride it with your blessing). No matter what you do to secure it or where you dismount, when your next Full Rest ends, you will awaken to find the horse gone. Upgrades
PEGASUS
8 ChP
Your Celestial Steed is a winged Pegasus. It can fly for the duration of any movement it makes and may end any movement airborne.
SPECTRAL STEED
3 ChP
Your Celestial Steed is a ghostly being resembling a horse. Except for being ridden, it is completely intangible and cannot affect or be affected by the material world.
SWIFT AS THE WIND
2 ChP
Your Celestial Steed's Speed is increased by 6 and its overland speed increases by 30 miles per day. |
Prayer of DevotionWith a prayer to reaffirm your beliefs and reorient your heart towards your god's, you dedicate all that you accomplish to their goals and glory.
Effect
Extended Action
Cost: 1 Destiny Kneeling before your god in prayer, you spend 10 minutes offering your next actions as a testament to your god's power. Until the next rest you take, any action you perform which aligns with your primary god's domain, goals, and ideals has Advantage. Upgrades
ALL THAT I DO
5 ChP
The effects of this ritual last until you are reduced to 0 HP or take a Full Rest.
RIGHTEOUS CAUSE
2 ChP
While under the effects of this ritual, you have Advantage on Saves made to end status conditions.
UPLIFT OTHERS
3 ChP
Once per round, an ally who takes an action aligning with the domain, goals, and ideals of your primary god has Advantage on the action. |
Seek GuidanceIn the midst of chaos and confusion, you seek wisdom and clarity from above, and take but a moment to ask your god a question.
Effect
Extended Action
Cost: 1 Destiny You pray to your gods during a 10 minute ritual, asking them a single question to which they reveal an answer truthfully, to the best of their knowledge. The answer may come as an audible voice only you can hear, a feeling in your heart, a sign or miracle you immediately understand, etc.; whatever the method, the GM will provide you with an in-character answer to the question you ask. Upgrades
AT PEACE
5 ChP
You radiate a divine sense of peace after using this ritual, giving you Advantage on Charisma-related Feats for the duration of this Scene and the next.
FOLLOW-UP
3 ChP
You can ask a second question related to your initial question or its answer, which the gods will also answer truthfully.
SEEKER OF TRUTH
3 ChP
After using this ritual, the next (Charisma) questions you ask a mortal will be answered truthfully, to the best of the person's knowledge. |
VowThere is great power in a Paragon's vow. You swear an oath before the gods you serve and they, in turn, give you new strength to fight for them.
Effect
Extended Action
Cost: 1 Destiny Spend 10 minutes in prayer, swearing a vow to the gods you serve. You can swear one vow for each use of this ritual.
Each time you swear a vow, pick one benefit from the column on the right and the GM picks a prohibition from the column on the left. The effects of this ritual end when you take a Full Rest or break the prohibition (if the ritual ends because you broke the prohibition, you cannot use it again for one full week).
Upgrades
BARGAINING
3 ChP
You can pick both the benefit and the prohibition.
LENIENCY
3 ChP
You can break the prohibition once on purpose or twice on accident without ending the effects of this ritual.
PROSELYTE
3 ChP
Both you and an ally of your choice gain the benefit and prohibition of this ritual; if either of you break it, the ritual's effects end. |